Fighter
Base Class: Fighter

Masters of the Elements are fighters that draw upon the energies of the Elemental Planes to create and enhance strings of attacks that end in massive finishers.

Arsenal of Elements

Every Master of the Elements has an arsenal of elements that they frequently draw upon to use in battle.

Choose one Primary Element and an amount of Secondary Elements equal to your proficiency bonus.

You gain resistance to the damage type of your Primary Element and you gain access to the enhanced Combo Attack for that element until you next take a long rest.

You can only make normal Combo Attacks using the Secondary Elements that you chose until you next take a long rest. 

You may choose new Primary and Secondary Elements at the end of every long rest.

The elements you may choose from are: lightning, fire, cold (ice/water), force (wind), radiant, bludgeoning (earth), necrotic, acid and psychic.

Combos

Combos are strings of elemental attacks that Masters of the Elements use to build up energy for a stronger finishing attack.

The structure of a combo: Combos always begin with a Combo Starter, then have a multitude of Combo Attacks in the middle and end with a Combo Finisher.

Combo Starters: Combo Starters require an action to perform, as well as they immediately end your turn. You may use any of them once you gain this feature.

    Blink Start - immediately move 10 feet in a direction of your choice to an unoccupied space that you can see without provoking attacks of opportunity

    Defensive Start - gain +1 AC until the end of the combo

    Precision Start - you have advantage on your next attack

Combo Attacks: Combo Attacks all have a normal and enhanced version. The normal versions are the same as your normal weapon attack except the damage type is whatever element the Combo Attack is. The enhanced versions do an extra 1d4 of their damage type, but they all require a full action to perform rather than a normal attack action, meaning that when they are used, the character may not use any more attacks as a part of that action and that action also does not count as an 'attack' for the purpose of bonus actions that require an attack to be made. These enhanced Combo Attacks also have special effects that are unique to them based on their element.

Enhanced Combo Attacks:

    Whirlwind Attack is the enhanced Combo Attack for the force damage type and it causes the target to have disadvantage on dexterity saving throws until the end of your next turn.

    Armor Break Attack is the enhanced Combo Attack for the fire damage type and it causes attack rolls against the target hit by it to have advantage until the end of your next turn if the target is wearing metal armor.

    Cold Snap Attack is the enhanced Combo Attack for the cold damage type and it causes the target to move at half speed until the end of your next turn.

    Shock Attack is the enhanced Combo Attack for the lightning damage type and when hit by it, the target cannot use its reaction until the end of your next turn.

    Corrosive Attack is the enhanced Combo Attack for the acid damage type and it causes the target to take additional acid damage equal to your proficiency bonus at the beginning of its next turn.

    Mind Shatter Attack is the enhanced Combo Attack for the psychic damage type and it causes the target to have disadvantage on wisdom saving throws until the end of your next turn.

    Blinding Attack is the enhanced Combo Attack for the radiant damage type and it blinds the target until the end of your next turn.

    Crippling Attack is the enhanced Combo Attack for the necrotic damage type and after being hit by it, the target cannot regain hit points or gain temporary hit points until the end of your next turn.

    Rock Smash Attack is the enhanced Combo Attack for the bludgeoning damage type and it weakens the target. Until the end of your next turn, they have disadvantage on strength ability checks and saving throws.

Combo Finishers: Combo Finishers require you to have already used your enhanced Combo Attack during this Combo. They also use up a full action to perform and end your current Combo. There are three Combo Finishers, but you can only have one active at a time. When you first gain this feature and after every long rest from then on, you can switch which one is active. Some Combo Finishers require targets to make saving throws to resist the effects of the Finisher. The saving throw DC is calculated as follows:

Finisher Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

    Impact Strike - You make an attack with advantage. This attack does a bonus 1d8 of your Primary Element's damage type for every Combo Attack used this combo.

    Energy Pulse - You unleash a wave of elemental energy in a 30 ft cone in front of you. Each creature in that area must make a Dexterity saving throw, taking 1d6 of your Primary Element's damage type for every Combo Attack used this combo on a failed save, or half as much damage on a successful one.

    Master Slash - You make a concentrated attack of elemental energy in a 60 ft long, 5 ft wide line in one direction in front of you. Each creature in that area must make a Dexterity saving throw, taking 1d6 of your Primary Element's damage type for every Combo Attack used this combo on a failed save, or half as much damage on a successful one.

Commune With Elementals

Your understanding of the forces from the elemental planes has allowed you to understand the beings that live there.

Starting at 7th level, you learn to speak, read, and write Primordial, the language of elementals, and you have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks when talking to elementals.

(if you already know Primordial, you learn one other language of your choice)

Elemental Insight

Using your knowledge of the elements, you can peer into the strengths and weaknesses of an enemy’s very being.

Starting at 10th level, as a bonus action, you can learn if one enemy within 60 ft of you and in your line of sight is weak or resistant to any of your current Primary or Secondary Elements.

You can use this feature up to 3 times and you regain all uses after a long rest.

Fluent Combos

Due to your experience in stringing together combinations of elemental attacks, you can now do so with much more fluidity.

Starting at 15th level, you can now use your enhanced Combo Attacks as a part of a normal attack action. Meaning that after using an enhanced Combo Attack, you can still continue to attack as many times as your attack action regularly allows as a part of the same action.

Elemental Mastery

You have finally completely mastered wielding the elements and your Finishers have been released of some of their previous restrictions so that you can adapt them to fit your current situation.

Starting at 18th level, your Combo Finisher can be any of the 3 Finisher options and any of your current Primary or Secondary elements' damage types. Your Finishers also gain the bonus effects of their element's respective enhanced attack.

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